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  1. I have a bunch of models that I loaded in the Leadwerks editor. Lets use a broken wall with holes in it for an example to avoid the "just a csg" solution. I want to be able to apply a different texture to a single wall, lets say instead of red bricks I want to use cinder blocks. Is there a way to force the editor to load a non instanced model?
  2. When I walk on terrain with a Character Controller my memory usage consistently goes up. I tested this by using the Terrain map in the MyGame project with a Character Controller using the FPSplayer.script. I also put a check for memory usage and collectgarbage() in my main App Loop. Further details can be found in the video I made-- https://www.youtube.com/watch?v=Bj0brR8_7eQ&feature=youtu.be
  3. As a user of a multi-monitor setup, I was amazed at the number of AAA games that simply do not take into account the possibility that their game may be played on one monitor of a multi-monitor system. After rage quitting a gaming session because I kept dropping back to the desktop because my mouse wandered outside the game window, I decided to write some brain-dead simple lua code to trap the mouse in the game without interfering with any code. -- trap mouse start if (self.trapmouse == true) then if (self.window:GetMousePosition().x<0) then self.window:SetMousePosition(0,self.window:GetMousePosition().y) end if (self.window:GetMousePosition().x>self.context:GetWidth()) then self.window:SetMousePosition(self.context:GetWidth(),self.window:GetMousePosition().y) end if (self.window:GetMousePosition().y<0) then self.window:SetMousePosition(self.window:GetMousePosition().x,0) end if (self.window:GetMousePosition().y>self.context:GetHeight()) then self.window:SetMousePosition(self.window:GetMousePosition().x,self.context:GetHeight()) end end -- trap mouse end I placed this in app.lua before the render, but it can be placed anywhere in your code as long as it is placed AFTER any mouse handling routines. The code is inabled by setting self.trapmouse to true.
  4. Whenever you copy and paste things in leadwerks 3.2 it tends to offset it a bit. Not only does it offset it, but it doesn't stick to the grid. This makes it very complex to copy and paste,(expecially with CSG's). Could you change it so that when you copy and paste it locks onto the grid? Would be nice.
  5. For some reason there are dots on the landscape textures. Is there a fix to this? www.youtube.com/embed/KyVyzN9EiGQ SOLUTION:
  6. To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries. Leadwerks Related Blog Entry. Leadwerks 3.2 Indie : Proof Of Concepts & Several Tests.
  7. Hello i recently bought leadwerks on steam to create a game. At the moment i am doing random things in leadwerks to see how everything works. At this point i am trying to get collisions right. I downloaded some content from the steam workshop including this warehouse. How can i get the collisions right? When the player walks against the wall he stops when he walks up the stairs the Y slowly increases. I googled around and found some c++ scripts but i want to create this in lua. I recently started learning lua, so i am not an expert. I hope someone can help me with this thanks!
  8. Hello, I do work with Glowshaders in my Level. Is there a possibility, to make the Glow-Light fade in and fade out (Only texture 5)? Like a blinking Light. Great work by shadmar ... Glow Shader: http://www.leadwerks.com/werkspace/files/file/473-glowmapshaders-leadwerks31/ Might someone have a hint to me for that purpose? C.U. R.E.Z.
  9. Hello, I looked around and could not figure it out: How to create a waypoint for moving platform I ran the demo-level moving platforms, but could not figure out, how to set up waypoint. In my Level I want to have a moving platform for an elevator also. Hope, that this question might not sound a bit of stupid, since I could not get a waypoint set up? I use LE 3.2 Indie Edition. Might someone tell me, how I could set such a waypoint up? That would be great C.U. R.E.Z.
  10. Based on : https://github.com/ING1337/CellGrid 1. Create a script called Scripts/class.lua function class(base) local c = {} if type(base) == "table" then for key,value in pairs(base) do c[key] = value end c._base = base end c.__index = c local mt = {} mt.__call = function(class_table, ...) local self = {} setmetatable(self, c) if class_table.init then class_table.init(self, ...) else if base and base.init then base.init(self, ...) end end return self end c.is_a = function(self, klass) local m = getmetatable(self) while m do if m == klass then return true end m = m._base end return false end setmetatable(c, mt) return c end 2. Create a script called Scripts/grid.lua require "Scripts/class" -- LUA CellGrid by ING -- allows massive 3d entity management CellGrid = class() function CellGrid:init(cellSize, offsetX, offsetY) self.grid = {} self.size = cellSize or 100 self.offsetX = offsetX or -15000 self.offsetY = offsetY or -15000 end -- ################################################################################################################################# function CellGrid:AddEntity(entity, position, radius) range = radius and (math.ceil(radius / self.size)) or 0 x = math.max(1, math.floor((position.x - self.offsetX) / self.size - range)) y = math.max(1, math.floor((position.z - self.offsetY) / self.size - range)) for i = x, range * 2 + x, 1 do if self.grid == nil then self.grid = {} end for j = y, range * 2 + y, 1 do if self.grid[j] == nil then self.grid[j] = {} end table.insert(self.grid[j], entity) end end end function CellGrid:RemoveEntity(entity, position, radius) range = radius and (math.ceil(radius / self.size)) or 0 x = math.max(1, math.floor((position.x - self.offsetX) / self.size - range)) y = math.max(1, math.floor((position.z - self.offsetY) / self.size - range)) for i = x, range * 2 + x, 1 do for j = y, range * 2 + y, 1 do for k, comp in ipairs(self.grid[j]) do if comp == entity then table.remove(self.grid[j], k) break end end end end end -- ################################################################################################################################# function CellGrid:GetCell(position) x = math.max(1, math.floor((position.x - self.offsetX) / self.size)) y = math.max(1, math.floor((position.z - self.offsetY) / self.size)) if not self.grid[x] then return nil end return self.grid[x][y] end 3. Example usage for putting in entities : Make a camara/player/etc attached script : require "Scripts/grid" function Script:Start() --init the grid self.cell = CellGrid() self.cell:init(50) -- sets size of one grid cell -- place some entities around the xz plane entities = { } for x=0,20000,1 do entities[x] = some.loaded.entity:Instance() entities[x]:SetPosition(Math:Random(-500,500),0,SetPosition(Math:Random(-500,500)) entities[x]:Hide() end --add entities to the grid for i,j in pairs(entities) local position = { x = j:GetPosition().x, z = j:GetPosition().z } self.cell:AddEntity(j, position, 1) end end function Script:UpdateWorld() -- get player/camera position local position = { x = self.entity:GetParent():GetPosition().x, --assuming parent is player or camera z = self.entity:GetParent():GetPosition().z --assuming parent is player or camera } -- fetch entites and show them within cell size of position local grid = self.cell:GetCell(position) if grid ~=nil then for k,v in pairs(grid) do if v~=nil then v:Show() end end end end
  11. Hello, I do reffer to the following random files: http://www.leadwerks.com/werkspace/files/download/420-random-output-scripts/ When I do use f.e. the random4.lua script, I get the following Script Error: attempt to index global 'os' (a nil value) Line 2 math.randomseed(os.time()) Might anyone know help to this problem? That would be great C.U. R.E.Z.
  12. Hi when I build a Nav mesh in the editor or through my scripts it doesn't reach the ends of my terrain(using Leadwerks terrain). What can I do? Picture--
  13. Ever since the texture locking update I will occasionally be locked out of editing my entities general values. Can be seen near the end of this video around 3:20 -- https://www.youtube.com/watch?v=ppHJhwTrsD8
  14. When an entities View Range is set to Far,Medium, or Near they will not have any shadows if I am using a Directional Light. If I have a spot or point light they will have shadows regardless of view range. Video -- https://www.youtube.com/watch?v=ppHJhwTrsD8 --edit I tested this on a new a map with the same pine tree model seen in the video but in my new map I can see the entities shadow regardless of its view range setting. Maybe my map is just bugged?
  15. Hey everyone I have been trying to make a LoD (Level of Detail) system lately but I am running into one big issue. Using world:ForEachEntityInAABB() or world:ForEachVisibleEntityDo() works to hide the entity but then I run into my issue. These functions will not return a Hidden entity. So how would I go about 'finding' a Hidden entity? I know I could give each entity a script and make them check for my player when they are hidden but that doesn't seem like the best way to go about doing this. Any other ideas are welcome.
  16. Hello, I recently started to use Leadwerks Indie Edition, but I've never used lua, or a scripting language (I've only programmed in c++, c#, java), so I need some tutorial that explains the basics, but those who I found are all old. So I was wondering if anyone knew of a tutorial lua updated that works with Leadwerks 3.1 Thanks
  17. Just started getting this error after closing and reopening my project I am working on. Now every time I open the editor this error shows up. Video-- https://www.youtube.com/watch?v=7IPqD4OchVE&feature=youtu.be Microsoft Windows 7 Home Premium Intel® Core™ i5-3230M CPU @ 2.60GHz GeForce GT 630M --edit After deleting the mdl of the last object I was working with everything has gone back to normal and I no longer get this error. I think this is connected to changing an entites script parameters (like Script.MyEntity = nil --entity "MyEntity") because that was the last thing I was doing before this error occurred.
  18. Hi there. Recently I have been working a lot on one map and it hasn't come to my attention until now that I am unable to create or open another project. I have recently joined the workshop beta and I am running Steam Indie Edition. I attached a video that shows the behavior. I am not sure what to send to you as none of my projects except for one work but let me know if you need anything and I will send it your way. --video https://www.youtube.com/watch?v=iBw2hCEQ0iM
  19. So I have a player and a weapon. I pickup the weapon by parenting it to my entity. I drop the weapon by calling weaponentity:SetParent(nil) and then it drops like it should. My problem is that the weapons collision shape doesn't change back to normal when it drops. I imagine that it keeps the shape it inherited from its parent. It is hard to describe so I added a video to show what's going on. If anyone knows what I can do to fix this let me know. I have tried to change the weapons shape back to its original shape when it is dropped but that hasn't worked. --video https://www.youtube.com/watch?v=woqWma6JJUQ
  20. Making a large mall level, not many brushes, but i'm running into issues with the occlusion simply being greedy. If you are looking in one direction and then turn to look at a wall 180 degrees behind you, it's has been culled and takes around .5 seconds to appear. Is there a way to stop this behavior? I don't know if this is something to do with the lua version or not. An scenario for why I need it changed: You are running through the mall being chased. You do a split second 180 to look behind you, to see where your pursuer is. The map behind you isn't there. The map renders from the farthest object from you, and comes closer to you, allowing you to see through all the walls and know where everything is. This simply is unacceptable for a twitch based shooter, and I would assume it would be further exaggerated if the game was multiplayer. It gets progressively worse the more populated the world is. Map to test with. Prerequisites: Fullscreen 1080p, vsync on (self.context:Sync(true)) Mall.zip
  21. Gui's at the moment seem to be all the rage on the Leadwerks forum. We have the recent release of the noesisGUI, Patrik's showing of his gui's progress, and tjheldna's release of tjui and probaly many others. I also decided to try my hand at gui creation. Coming from a BASIC background (started with qb 1.0), I don't have the proper skills to use a third party gui without malloc errors or segfaulting everything. That, and my game is a lua game. Taking inspiration from Tjhldna's gui I started off making something similar in pure lua. After 2 days I managed to create a window manager and the windows themselves. It's a good start but a lot of things still need to be worked out. !!ANIMATED, CLICK TO VIEW!! Frontfacing code to make the demo: function Script:Start() -- Load Module lwgui = require "/scripts/lwgui" --Create Window Manger self.windowmanager = lwgui.WindowManager() --Create Windows self.window1 = lwgui.Window(200,200,300,300,windowcallback) -- window1 callback self.window2 = lwgui.Window(280,200,300,300) self.window3 = lwgui.Window(480,180,300,300) -- make the window see through --self.window.SetTransparancy(100) self.window2.SetTransparancy(100) --self.window3.SetTransparancy(100) --self.window.SetCallback(windowcallback) -- you can manually set a callback self.window1.SetTitle("Einlanders' Leadwerks Gui Window") self.window2.SetTitle("Einlanders' Leadwerks Gui WIndow 2") self.window3.SetTitle("Einlanders' Leadwerks Gui WIndow 2") -- set window color self.window2.SetWindowBodyColor({0,0,255}) self.window3.SetWindowBodyColor({0,30,0}) --Add Window To Window Manager self.windowmanager:AddWindow(self.window2)-- type checked self.windowmanager:AddWindow(self.window1)-- type checked self.windowmanager:AddWindow(self.window3)-- type checked --self.window.testwm() end function Script:UpdateWorld() -- update title self.window1.SetTitle(self.window1.GetX()..":"..self.window1.GetY().." Einlanders' Leadwerks Gui Window:"..self.window1.GetDepth()) self.window2.SetTitle(self.window2.GetX()..":"..self.window2.GetY().." Einlanders' Leadwerks Gui WIndow 2:"..self.window2.GetDepth()) self.window3.SetTitle(self.window3.GetX()..":"..self.window3.GetY().." Einlanders' Leadwerks Gui WIndow 2:"..self.window3.GetDepth()) local window = Window:GetCurrent() -- remove a window if window:KeyHit(Key.Q) then self.windowmanager:RemoveWindow(self.window1)-- type checked self.window1 = nil collectgarbage() end end --This function will be called after the world is rendered, before the screen is refreshed. --Use this to perform any 2D drawing you want the entity to display. function Script:PostRender(context) --process all logic inside the windows and window manager self.windowmanager.Process() -- Render all windows self.windowmanager.Render() end function windowcallback(e) -- window 1 callback System:Print(e[1]) end
  22. Hello, I am working on a level, where different messages should be played in the backround. Do You know a scrit in Lua, that does this: randomise different sounds in the Backround? That would be really neat Does anyone knew help for this purpose? Have a nice day, C.U. R.E.Z.
  23. When you throw a small entity (with rigidbody physics, above 0 mass, swept collision mode on or off, and a generated or convex hull physics shape) the entity will sometimes fall right through the ground (whether the ground is a imported model, terrain, or BSP box). The throwing script I use is a slightly modified version of the FPSplayer.lua script. I made a video to help show the problem. https://www.youtube.com/watch?v=NYBlJxsM04k
  24. While testing my level by running the exe, I noticed that in about 2 minutes in my game crashes. to gets to almost 400mb standing still and I get an error : Lua Error: not enough memory. I have 8gb of ram so I don't think it's physically running out of memory. There is only app.lua, fpsplayer, and the gun prefab for lua scripts Initializing Lua... Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/Error.lua" Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/App.lua" Initializing OpenGL4 graphics driver... OpenGL version 441 GLSL version 430 Device: AMD Radeon R7 200 Series Loading map "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Maps/Hotel_Holdout v3.map"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/characters/generic/generic.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/orangegrid.mat"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/diffuse.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/orangegrid.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/bricklargebare0168_7_small.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/BrickLargeBare0168_7_Small.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/BrickLargeBare0168_7_Small_dot3.tex"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse+normal.shader"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/road/asphalttextureno9037_1024x768.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/road/asphalttextureno9037_1024x768.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplatesnew0009_1_small.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/MetalPlatesNew0009_1_Small.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/MetalPlatesNew0009_1_Small_dot3.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/bluegrid.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/BlueGrid.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_diff.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_dot3.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_spec.tex"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse+normal+specular.shader"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplatesnew0052_7_small.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/MetalPlatesNew0052_7_Small.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/MetalPlatesNew0052_7_Small_dot3.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/grass/grass0126_2_small.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/grass/grass0126_2_small.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greygrid.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greygrid.tex"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/corner_curb_inside.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/corner_curb_inside_.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/corner_curb_inside__color.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/corner_curb_inside__nmap.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/corner_curb_inside__specular_color.tex"... Loading shape "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Prefabs/Sidewalks/Corner_Curb_Inside.phy..." Loading prefab "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/prefabs/sidewalks/sidewalk long curb 1.pfb"... 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Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/player/fpsplayer.lua" Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/Functions/ReleaseTableObjects.lua" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Common/NavMesh.mat"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/flat/default.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/crosshair.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/use.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood1.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood2.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood3.tex"... 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Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/player/fpsweapon.lua" Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/AnimationManager.lua" Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Ricochet/bullet_impact_dirt_01.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Ricochet/bullet_impact_dirt_02.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Ricochet/bullet_impact_dirt_03.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/sound/weapons/autopistol/revolver_dry_fire_01.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/sound/weapons/autopistol/gun_357mag_01.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/sound/weapons/autopistol/gun_357mag_02.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/sound/weapons/autopistol/gun_357mag_05.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/sound/weapons/autopistol/bullet_load_into_chamber_02.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Ricochet/bullet_impact_dirt_01.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Ricochet/bullet_impact_dirt_02.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Ricochet/bullet_impact_dirt_03.wav..." Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/Primitives/Plane.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/muzzleflash.mat"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/flat/diffuse.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/muzzleflash.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/default.mat"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/particles/default.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/default.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/smoke.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/smoke_particle.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/bloodspatter.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/bloodspatter.tex"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Misc/occlusionquery.shader"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/Shadow/shadow.shader"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Lighting/directionallight.shader"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Lighting/pointlight.shader"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Lighting/spotlight.shader"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Drawing/drawimage.shader"... Loading font "C:/Windows/Fonts/Arial.ttf"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Drawing/drawtext.shader"... Lua Error: not enough memory Sometimes it doesn't give an error at all. I have also recived aGL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT error but I have not been able to recreate this error. Also a level with just a cube to stand on and the fpsplayer standing there doing nothing can reach >500mb ram The mapfile: https://mega.co.nz/#!NZ0GhQTT!Gjvose9IKX1nKJwuUuj9RQ8Pm8z4aK0ZZKkNUn8KhEA
  25. So I run into this issue quite often. I create a particle emitter and it won't start playing(or at least won't be shown playing) until I look at the particle entity. For example if I place a 'rain' emitter above my players head(out of vision unless you look directly upward) it will not show until I look directly at it. Is there anyway I can make particle emitters visible without looking at them before hand? --edit-- also if you have a particle emitter following your character close to the camera (in my case a torch with a fire emitter) if you move to fast and the particles end up behind your camera (because they aren't spawning fast enough) they will stop showing until you look back to where they stopped showing. So what happens is - 1 you have a torch with fire emitter, 2 you start to run, 3 the fire emitter particles don't spawn fast enough to keep up and end up behind the camera 4 the fire emitter particles stop spawning 5 if you keep running in the same direction the fire emitter will never show itself again. if you turn back to where the fire emitter stopped showing it returns to its position and shows itself again. let me know if there is a workaround please, it would be much appreciated! Not sure if this is really a problem but I decided to make a video showing the 'issue'. https://www.youtube.com/watch?v=4__EL9S4M4s
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